Game Designer Notes | Dmytro Nesterenko·Jun 17, 2025Frame-by-frame: Elden Ring vs AC: Valhalla. Dash and enemy attacksI decided to break down the animations from Elden Ring and Valhalla frame by frame to see what’s actually happening in slow motion.A response icon1A response icon1
InBootcampbyManas Dhanait·Mar 30, 2025Designing Action: Exploring Takuhiro Dohta’s Framework of Multiplicative GameplayThis post is based on a reflection I wrote for my Combat Design class at the University of Utah. I’m transforming these responses into blog…
Game Designer Notes | Dmytro Nesterenko·Feb 20, 2025Level Design post-mortem. Lessons from creating multiplayer AA-FPSFrom the very beginning it’s vital to say that due to NDA I cannot tell a lot about what my team was working on, but all I can tell is…A response icon1A response icon1
Thaddeus Sasser·Nov 29, 2023Weapon Design PhilosophySome more thoughts about Counter-Strike GO. I was thinking about how the personality of the faction, the team you’re on, is built into the…
Game Designer Notes | Dmytro Nesterenko·Sep 19, 2023Order 1886. Combat Level DesignРозбираємо основні помилки комбат левел дизайну Order 1886
Matthewapelman·Jul 31, 2023Defining the pillars of game design, and how we can use them throughout the design process.Blog Post #01
Matthewapelman·Jul 27, 2023Blog Mission Statement:I set out to create a weekly blog, that I will add to indefinitely, with the sole purpose of exploring the world of Game design; more…
Jack Sinclair·Jul 14, 2023Final Fantasy XVI — Early ThoughtsPlaying Final Fantasy XVI has been an interesting experience when analysing the overall composition of combat, narrative and systems…A response icon1A response icon1
Oliver Gallina·Jun 15, 2023System Pitch: Darksiders Genesis — Ultra Executions & Frenzy EnemiesOne of my favorite systems in Darksiders Genesis’ combat is the Execution system, where you can perform a flashy invincible attack on a…